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WildGS-SLAM: Monocular Gaussian Splatting SLAM in Dynamic Environments

Conference: CVPR 2025
arXiv: 2504.03886
Code: https://wildgs-slam.github.io
Area: 3D Vision
Keywords: SLAM, 3D Gaussian Splatting, Dynamic Environments, Uncertainty Estimation, Monocular Vision

TL;DR

This paper presents WildGS-SLAM, a monocular RGB SLAM system based on 3D Gaussian Splatting, which guides dynamic object removal in both tracking and mapping via DINOv2 feature-driven uncertainty prediction. It significantly outperforms existing methods in tracking accuracy (ATE RMSE of 0.46 cm) in dynamic environments and high-quality novel view synthesis without artifacts.

Background & Motivation

Background: Traditional SLAM systems (ORB-SLAM, DROID-SLAM) rely on the static scene assumption. Dynamic environments disrupt feature matching and photometric consistency due to moving objects, leading to tracking drift. Recently, 3DGS-based SLAM (MonoGS, Splat-SLAM) has achieved excellent results in static scenes, but its performance degrades sharply in dynamic environments.

Limitations of Prior Work: (1) Existing dynamic SLAM methods (DG-SLAM, DDN-SLAM) rely on semantic segmentation or object detection to identify dynamic regions, requiring pre-defined movable object categories, which fails to generalize to unknown dynamic objects; (2) Although NeRF On-the-go and WildGaussians demonstrate the ability of purely geometric methods to remove dynamic distractions, they only handle sparse view reconstruction and require known camera poses as input; (3) Existing monocular SLAM methods do not support handling dynamic environments without relying on prior category information.

Key Challenge: In the sequential input setting of monocular SLAM, how to simultaneously achieve robust removal of dynamic objects and high-precision camera tracking in a purely geometric manner without relying on semantic priors.

Goal: To design a monocular RGB SLAM system with a purely geometric approach that can simultaneously achieve precise camera tracking, high-fidelity static scene reconstruction, and artifact-free novel view synthesis in highly dynamic environments.

Key Insight: Inspired by NeRF On-the-go, pre-trained 3D-aware DINOv2 features are utilized as image representations to train a shallow MLP online for predicting pixel-wise uncertainty maps. This uncertainty is then injected into both the tracking (DBA) and mapping (rendering loss) pipelines.

Core Idea: An online-learned uncertainty MLP is used as a unified interface to translate the semantic understanding capability of DINOv2 into dynamic object awareness in tracking and mapping.

Method

Overall Architecture

WildGS-SLAM takes RGB image streams as input and primarily consists of three modules: (1) Uncertainty Prediction Module: extracts features using DINOv2 and decodes them into pixel-wise uncertainty maps via a shallow MLP; (2) Tracking Module: optical flow tracking based on DROID-SLAM, integrating uncertainty into the DBA layer and fusing monocular metric depth; (3) Mapping Module: maintains and optimizes the 3DGS map, with rendering losses weighted by uncertainty. The uncertainty MLP and the 3DGS map are optimized independently with isolated gradient flows.

Key Designs

  1. Uncertainty Prediction Module:

    • Function: To predict a pixel-wise uncertainty map for each input frame, identifying dynamic regions.
    • Mechanism: Uses 3D-aware fine-tuned DINOv2 to extract image features \(F_i = \mathcal{F}(I_i)\), which are decoded into an uncertainty map \(\beta_i = \mathcal{P}(F_i)\) by a shallow MLP \(\mathcal{P}\). The MLP is trained online using a composition loss \(\mathcal{L}_{\text{uncer}} = (\mathcal{L}_{\text{SSIM}}' + \lambda_1 \mathcal{L}_{\text{depth}})/\beta_i^2 + \lambda_2 \mathcal{L}_{\text{reg\_V}} + \lambda_3 \mathcal{L}_{\text{reg\_U}}\), where a new depth uncertainty loss term \(\mathcal{L}_{\text{depth}} = |\hat{D}_i - \tilde{D}_i|_1\) (L1 difference between rendered depth and Metric3D v2 predicted depth) is introduced.
    • Design Motivation: Purely geometric uncertainty estimation requires no pre-defined dynamic object categories, and the 3D-aware capability of DINOv2 provides a strong prior. The newly introduced depth loss term effectively improves the ability to distinguish dynamic distractors.
  2. Uncertainty-Aware Tracking:

    • Function: To reduce the influence weight of dynamic region pixels in DBA optimization.
    • Mechanism: Integrates the uncertainty \(\beta_i\) into the Mahalanobis distance weight of the DBA objective function as \(\|\tilde{p}_{ij} - \Pi_c(\omega_j^{-1}\omega_i \Pi_c^{-1}(p_i, d_i))\|_{\Sigma_{ij}/\beta_i^2}^2\), making dynamic region pixels contribute minimally to pose optimization. Meanwhile, a metric depth regularization term \(\lambda_4 \sum_i \|M_i(d_i - 1/\tilde{D}_i)\|^2\) is introduced to stabilize pose estimation in the early stages when the uncertainty MLP has not yet converged.
    • Design Motivation: Because the uncertainty MLP is unreliable in the early stages of online learning, the metric depth regularization acts as a stable "safety net," particularly in extreme scenes dominated by dynamic objects.
  3. Uncertainty-Aware Mapping:

    • Function: To suppress the contribution of dynamic regions to the rendering loss during 3DGS optimization.
    • Mechanism: The rendering loss is weighted by uncertainty as \(\mathcal{L}_{\text{render}} = (\lambda_5 \mathcal{L}_{\text{color}} + \lambda_6 \mathcal{L}_{\text{depth}})/\beta^2 + \lambda_7 \mathcal{L}_{\text{iso}}\), where high uncertainty in dynamic regions automatically downweights them in map optimization. A key design is the complete separation of gradient flows between \(\mathcal{P}\) and \(\mathcal{G}\)—the uncertainty loss does not affect the Gaussian map, and the rendering loss does not affect the uncertainty MLP.
    • Design Motivation: Without decoupled optimization, the uncertainty MLP might "cheat" the loss function by lowering the uncertainty of all regions, preventing dynamic objects from being correctly identified.

Loss & Training

The uncertainty MLP is jointly trained using modified SSIM loss, depth uncertainty loss, and two regularization terms (minimization of feature similarity variance \(\mathcal{L}_{\text{reg\_V}}\) and a \(\log \beta\) regularization to prevent \(\beta\) from becoming infinitely large). The 3DGS map is trained using L1 + SSIM color loss, L1 depth loss, and isotropic regularization loss. The two are optimized in parallel at each iteration with isolated gradients. Tracking utilizes the ConvGRU within the DROID-SLAM framework for iterative optical flow updates, integrating loop closure detection and online global BA.

Key Experimental Results

Main Results (Tracking Performance on Wild-SLAM MoCap Dataset, ATE RMSE↓ [cm])

Method Input ANYmal1 Ball Crowd Person Table2 Average
DROID-SLAM Mono 0.6 1.2 2.3 0.6 95.6 16.17
Splat-SLAM Mono 0.4 0.3 0.7 0.8 73.6 8.71
MegaSaM Mono 0.6 0.6 1.0 3.2 9.4 2.40
DynaSLAM (N+G) RGB-D 1.6 0.5 1.7 0.5 34.8 7.84
WildGS-SLAM Mono 0.2 0.2 0.3 0.8 1.3 0.46

Ablation Study (Novel View Synthesis Quality)

Method PSNR↑ SSIM↑ LPIPS↓
Splat-SLAM 17.23 0.699 0.346
WildGS-SLAM 20.59 0.783 0.209

Key Findings

  • The tracking accuracy of WildGS-SLAM (0.46 cm) achieves a 5.2x improvement over the strongest monocular baseline MegaSaM (2.40 cm), and significantly outperforms DynaSLAM with RGB-D input (7.84 cm).
  • In the Table2 scene (desktop manipulation with large-scale occlusion), all baseline tracking errors are massive (Splat-SLAM 73.6 cm), whereas WildGS-SLAM maintains 1.3 cm, demonstrating robustness in extreme dynamic scenes.
  • For novel view synthesis, PSNR increases by 3.36 dB and LPIPS decreases by 0.137, achieving artifact-free rendering across all scenes.
  • Compared to DynaSLAM (RGB), which requires a semantic segmentation prior, WildGS-SLAM achieves a lower error using a purely geometric approach (0.46 vs 5.19 cm).

Highlights & Insights

  • The decoupled optimization of the uncertainty MLP and 3DGS map is a key design insight. If optimized jointly, the system will find a shortcut to "cheat". This adversarial-like training concept (resembling the transient branch in NeRF-W) is a valuable reference for many joint optimization scenarios.
  • The design of metric depth regularization as a "start-up safety net" is highly practical. It provides stability in the critical initial stage before the uncertainty MLP converges, after which the uncertainty gradually takes over. This cold-start strategy is beneficial in various online learning systems.
  • The biggest advantage of a purely geometric scheme is zero category dependency. It does not need to know whether the dynamic object is a person, a vehicle, or an animal, which is extremely important in open-world scenarios.

Limitations & Future Work

  • The authors collected a new Wild-SLAM dataset for evaluation but did not validate the method on larger public benchmarks (such as TUM-RGBD dynamic sequences).
  • It relies on Metric3D v2 to provide metric depth and DINOv2 to provide features. The inference overhead of these two pre-trained models might affect real-time performance.
  • Online training of the shallow MLP might not respond fast enough during rapid motion or sudden large bursts of new dynamic objects.
  • The work has not explored how to leverage estimated uncertainty to recover trajectories of dynamic objects or perform dynamic scene understanding.
  • vs NeRF On-the-go / WildGaussians: These methods also use uncertainty to remove dynamic distractions, but only handle sparse views (requiring known poses). WildGS-SLAM extends this idea to sequential SLAM configurations, which presents a more challenging scenario.
  • vs DG-SLAM / DDN-SLAM: These dynamic SLAM frameworks rely on semantic segmentation or object detection to define dynamic regions, limiting their generalization capability to pre-defined categories. The purely geometric scheme of WildGS-SLAM is effective for any type of dynamic objects.
  • vs Splat-SLAM: Current state-of-the-art monocular GS-SLAM, but assumes a static scene; WildGS-SLAM achieves an 18.9x tracking accuracy improvement in dynamic scenes.

Rating

  • Novelty: ⭐⭐⭐⭐ Incorporating uncertainty estimation into the tracking and mapping of GS-SLAM is a major contribution, though the core idea stems from NeRF On-the-go.
  • Experimental Thoroughness: ⭐⭐⭐⭐ The self-collected dataset is well-designed (indoor/outdoor, various dynamic objects), and the quantitative and qualitative results are robust, though comparison on public benchmarks is missing.
  • Writing Quality: ⭐⭐⭐⭐⭐ Method descriptions are highly clear, the system overview diagram is informative, and the mathematical derivations are rigorous.
  • Value: ⭐⭐⭐⭐⭐ The first GS-SLAM to achieve purely geometric dynamic processing under monocular RGB, boosting tracking accuracy by an order of magnitude.